perhaps a supplement (necessary, important?) to Scheinworlds (thank you again @Scheinworld) post:

I won the sector A 9 self-evident without cheat and then the bug.

I had (carefully) 10 savegames on my way to Tangart and to win B 13 - D 13, ever this bug after loading.

I played the game after the beginning mercs (each merc without problem!) only with such as JOEY, FRED or SKYRIDER (not as a pilot) etc.

Thanx for your necesssary help!

P.S. Again: This bug was in the game vers. 31.Dec.2016 also and disappeared with the later update!

Edit: Sorry, a mistake: The version which was o.k. was the version before the version 31.Dec.2016: It was the version where you could use GABBI!
I have ca. 8 directories of Ja2_VR on my computer; perhaps this can explain my mistake.

That means: yeah! - no zipper - sad! but... that means also no transform bug (which never be fixed), no pathetic AP/BP penalties (for tiny empty backpacks too), no mod related bugs ("features" like right here). Want to point it out I request an OPTION not enforced rule.

They seem so similar to AIMNAS tweaks which I last played (long ago though and I can easily mistake). So I guess it's just default 1.13 (never played it !LOL!). Also they seem so unlucky - don't use the best of the game-engine, partly even wrong. But I think you have heard enough suggestions relating this part and would be bothered with yet another portion of it, right?

If I understand right max limit was changed from 18 to 32 during development. Why not further? And cars...
-for the sake of game-play. More merks & cars is just insanity!
-there's modding limit & tech problems. More are hard to code and performance strikes and so on...

4 - We gave up using the XML editor as we had issues with it corrupting huge amounts of data during production, and limited it's use for us as just a viewer. This set us back weeks of work. You'd need to contact those who created it to use it more than us if you want to. JMich might be your firs contact, he was trying to help us with the issues we faced, but they still surfaced.

5 - You can always start a new topic for suggestions. Though currently we are not looking at adding new items, we're just trying to fix stuff that's been already added or broken.

New quests would be great and we had a couple more quite ambitious multi-tiered quests outlined but due to lack of interest or those knowledgeable in quest creation, they will not be happening any time soon they also take a huge amount of work, not just on the programming side. Our priority is fixing up broken or tweaking elements of the game rather than adding anything new (and potentially bug creating) additions for now.

Not possible technically, but you are not forced to use them as you can use combat packs instead, also there's a convenient way to drop backpacks as the battle starts and then auto pick up them when it ends. Also, there are much less backpack limitations in VR than in stock 1.13 as you can jump and climb with them.Quote:

2. XML tweaks for aiming gear - is it default 1.13?

Sorry don't understand what do you mean. VR item mod is a mix of base 1.13 items from stable 7609 and items from some old Aimnas version. Some values could be wrong or not very well balanced as the whole item mod needs much more attention than any of VR modders can afford.Quote:

3. 32 merks & 2 cars MAX

32 mercs is code limitation.
MAX_NUMBER_PLAYER_VEHICLES = 2 is default value, I have no idea why, there is no reason to limit car use. In my games I always set this to max value.

Bug in Bloodcat Lair , if fight started , no retreat to North is possible , screen freezes , game over .....

There seems to be a number of issues with bloodcats, old issues at that. Have you found trouble retreating from any other sectors, as this is currently very common in my current game. Are you playing the latest Beta (3), Lockie?

Hi Hawkeye , yup , latest version beta 3 , I believe , also just tried to enter Molina from the palace sector, to directly south town sector , game over man ! I'll try again and post a screenprint .
As an aside , the game looks and plays very well , you guys have done a great job in reviving this old mod , congrats , its well balanced , good locations and battles . In Molina (far eastern sector) I got well trounced in a storm !
I've chosen to leave quests until a second playthrough .

sorry, no offence!
You answered immediately to No-Nothing's, but not to Scheinworld's or my post.
Only for safety: That means I have to live with the posted bug?

Thank you for your understanding and your answer.

I'm on tenterhooks!

That only means I have no solution currently for this problem, will take a look when I have more time and motivation to work with VR code. Sorry that you have to play with bugs but I personally can't help at the moment.

I can reproduce bug from your save but not when starting new game, so it doesn't help much because we need to find the source of the bug, that means the save just before the bug appears (when game runs normally and you can hire mercs) and description what to do to make it happen (when you cannot hire mercs anymore). If the save is already corrupted in some way it's not very helpful. I will look at the code some day to see what happens but cannot promise fix anytime soon.

1. MP5KA4 with a silencer does not pass a mp-holster!
2. Already folded UZI (through merge) accepts another stock as an attachment and this way passes a mp-holster!http://my-files.ru/o7d066
3. The boss in the starting sector drops AKMSU. Which has a transformation bounded to the folding stock. Looking at other weapons I guess such transformations are supposed to be removed from the mod.
One note here: I noticed guns with folding stocks all have "unfolded sizes". A thing to try here is automatic folding. That means guns have "unfolded pics" & "unfolded stats" except size. We imagine soldiers fold them when they want them to pass their inventory.http://my-files.ru/6anuss
4. Tabuk's scope is set as a stock. I suspect that's the reason it doesn't fit any AK-line gun as supposed to due its description. Does Tabuk fit two scope standards?http://my-files.ru/fxgdbr
5. There are TWO 454 casull ammo calibers. One NEEDS to be removed!!! Then you most probably have to set puma using the remaining one. Otherwise... CRASHES!!!
May be you should check if there are more broken guns while you at it.http://my-files.ru/a2dfo4
6. Small tool kit & BIG med kit cannot be merged manually. But can by WHOLE sector merging process...
7. Molotov doesn't fit canteen slot. (booze + rag = Molotov? WITHOUT OIL!)
8. Toni does not buy some boxed ammo (.45/9mm).
9. Canned cat food has fantastic decay rate. Even worse "FOOD_DECAY_IN_SECTORS=FALSE" doesn't work. For example: this food comes completely decayed in one hour.
10. Is very unimportant, but if you care WeeklyLeeks guy's head has inappropriate description.http://my-files.ru/mkttcb

2. Already folded UZI (through merge) accepts another stock as an attachment and this way passes a mp-holster!

Fixed - removed folding stock from Uzi's attachments.Quote:

3. The boss in the starting sector drops AKMSU. Which has a transformation bounded to the folding stock. Looking at other weapons I guess such transformations are supposed to be removed from the mod.

I don't think we should remove something from the mod just because not all guns have transformations (yet).Quote:

One note here: I noticed guns with folding stocks all have "unfolded sizes". A thing to try here is automatic folding. That means guns have "unfolded pics" & "unfolded stats" except size. We imagine soldiers fold them when they want them to pass their inventory.

Agree, but that would require more work.Quote:

4. Tabuk's scope is set as a stock. I suspect that's the reason it doesn't fit any AK-line gun as supposed to due its description.

Fixed.Quote:

Does Tabuk fit two scope standards?

It can use western type optics and also ON_M99 scope. Probably it should allow using all AK style scopes.Quote:

5. There are TWO 454 casull ammo calibers. One NEEDS to be removed!!!

There's only one 454 caliber in the game, but ammo boxes can be of size 50 and 60.
Size 60 removed from Bobby inventory to not confuse players.Quote:

May be you should check if there are more broken guns while you at it.

Maybe you should check all guns in the game to see if they are broken and report here, while you are at it (if you have time).Quote:

@sevenfm
You misunderstood me. I suggested automatic folding as REPLACEMENT for manual folding, as time saving alternative. Because manual folding seems to me not worthy those huge work required. It would be a very bad idea to mix them up!

And... oo-oof! you got me wrong. I would never suggest something that stupid like: "delay all your chores and go fix already all of the bugs cause I cannot stand'em!" I just meant a quick search of guns having that wrong caliber before deleting it. But as I found out now it was a useless suggestion as it was CLIP, not gun, not caliber, but... DAMN CLIP. 8 rounds casull 454 clips & 60 rounds casull 454 boxes to be precise.
To my own big surprise I could fix it on my installation, !by minimum efforts!, sought out both the file (Magazines.xml) and wrong data through analysis. I hope that helps:http://my-files.ru/euu4hs

I told about "BIG" med kit, I mean biiiiiiiiig ones... please check the screenshot:http://my-files.ru/45jwml
The most popular is "NOT BIG", called merely "med kit"...

To my own big surprise I could fix it on my installation, !by minimum efforts!, sought out both the file (Magazines.xml) and wrong data through analysis. I hope that helps:http://my-files.ru/euu4hs

ubAmmoType for 36 caliber should be set to correct values 109 (ball large), 103 (HP large) and 105 (AP/FMJ large) for all magazines.
About ubMagType for 597-599 you are right, it should be set to 2 (ammo box).

Problem with maria in sun mona , when she reaches angel and ready to leave the squad , and that time angel gives the deed ( it gives jacket instead ) , and that's the moment we face infinite loading on mouse. here is the video i found on youtube with the same problem i have :
www.youtube.com/watch?v=IKDO1gRD4SY
and by the way , paying 950$ to angel wont give me any jacket and it gives jacket anyway after maria reaches angel , anyway it stuck in infinite loading loops on tactical screen.

edit : well found a fix by going with maria alone to the shop and no other merc nearby.

Game freezes when i enter to sector in tactical when got ambushed by bloodcats.Does bloodcat bug still not fixed?used last Vengence SCi from 20.01.2018(from sevenfm google drive).

me too have the same issue , got ambushed by bloodcats in san mona mine and game freezes , its not spining clock , it just freezez and i have to close the game by task manager.
any update about this one would be awesome!

1. Is "Doc" a fake doc?
Situation: I have 3 wounded men, 2 have traumas. I go speak with "Doc" (D9). He arranges treatment in the field hospital. At some point they get all HP healed. Man without trauma is discharged. But the 2 with traumas stay for eternity. "Doc" knows they are not fully cured. He kinda tries to heal them, but fails.
I hope that is not on purpose and he should actually have fixed the traumas. And the question is this is just an oversight in settings somewhere? Or serious fault in general and must yet (or cannot) be fixed by coding job?
2. It is meaningless to throw light sticks onto roofs. Flashlights will never light up no roof either. These issues are bound by the fact this game never ever provides no light for roofs at all! Were there tries to resolve it and did since this glitch belong to the category "will never be fixed"?
3. Pablo continues to steal from deliveries even after having got his lumps and promising return stuff! For the period between the talk and getting back the stuff if you ordered many deliveries you'll get lost quite a lot of stuff. And he will return only from the LAST pilferage!
This script or whatever it is should be better adjusted!
4. Situation: Squad 1 show up in an enemy occupied sector from underground sector. Squad 2 goes to support the attack from one neighbouring surface sector. But Squad 2 never succeed as the designated time of arrival always delayed for 5 min. So there is taboo on such "operations" through the current game-engine! One related glitch is when: Squad 1 moves to sector XY on surface then Squad 2 goes to sector XY underground the game asks if you want their arrival to coincide in time. And the question is could be that taboo removed?
5. There is a great feature "show LBE content" toggled via in-game options. It's very convenient in many ways for looking over through sectors inventory. There is another great feature "MOLLE LBE", custom LBE. They cannot use them together as they conflict with each other (MOLLE layouts don't display when "show LBE content" is ON). How good are chances to unite them? Would be awesome!http://my-files.ru/smokog

In sector H10 there is a red button to trigger release of mustard gas at key points of the facility found there. In many scenarios the AI seem to end up in endless loops:

if the button is destroyed, e.g. entire wall segment had been blown up, the enemy AI never ends its turn, ESC does not help. Loading is possible, game engine does not hang. If path to button cannot be found by enemy AI the same thing happens, e.g. when a mine with blue flag is placed in front of button.

if button is pressed by enemy AI, then depending on the situation, civil AI some times end up in endless loop. ESC does not help. Loading is possible.

if player character pushes the button in real-time mode outside of combat and turned based combat mode is entered as reaction to this event, the civil AI could conclude its turn (AI turn in this case was sped up).

if player protects the facility and enemy attacks the sector it seems that the enemy AI still handles pushing that button as a high priority task and it seems to always appoint exactly one single enemy unit to rush to it even its certain death.

Babyface has a dialog option called Buy. Pushing that button locks up the engine. There is no way to exit the game afterwards but to kill the running process. Log files do not store any relevant data.

if Sergeant in H13 tries to leave after opening the locker while the only unlocked exit path is blocked on the main corridor the civil AI enters endless loop. ESC does not help. Game needs to be reloaded. If path is free, the NPC still does not leave as he indicates, just walks out into the hallway. The next time the map is entered by the player characters Serg is again in he's initial room saying that he is about to leave or similar...

in sector I10 the civilians constantly respawn at the killing field. They tend to die instantly whenever anything hits them. If sector is liberated by player those civilians should not respawn any more.

a tank spawned at the central SAM site inside the main control room which is not expected for sure.

at the central SAM site, I encountered a situation where 2 of my mercs were present in the sector when 23 enemy units invaded the map. At the same time 10 of my mercs simultaneously approached the same map from the north. It was late night. As part of my tactics, I retreated the 2 mercs that were in the map initially and let the strategic map time go by so that my assault force could arrive to the SAM site. At the arrival of my assault force the enemy forces were already strategically placed within the SAM site base. But at the same time my team did not arrive at the northern edge of the map, they were strategically auto-placed in the middle of the SAM site base around the helicopter landing pad effectively placing my forces into the middle of a brightly lit spot fully surrounded by tanks and a dozen of enemy units.
It seems as if the game logic did not realize that there was a time when I had no units present in the sector and thus the enemy should have taken over the SAM site. I had to load a previous saved game as it is impossible to win such a fight. The enemy could take all important positions and my units are placed such a way that its a granted loss of everyone within 2 turns. After loading the game I started experimenting and it seems that the only way to overcome this semi dead-lock state is to wait until a new enemy assault team enters the already enemy occupied map. In that case the game logic finally recognized that the SAM site had been taken over by enemy forces and from that point onward when my team entered the sector I arrived at the north and I was allowed to place my units around the northern edge of the sector. I had to wait 13 game hours in the strategic map for such an enemy re-arrival event which again indicates that something is amiss.

according to the parameter description CIVILIANS_DROP_ALL ought to affect all civilians, even NPC factions like kingpin's goons. In my opinion this shall affect Hale and Burton thugs as well. They have superb equipment and when they try to kill my PCs with them I expect to get their stuff as a reward for liberating their facilities for "Arulco".

using fast travel between sectors or deploying mercs from helicopters occasionally places all newly deployed mercs to the same spot on the tactical screen over each other. This is particularly bad if enemy forces would engage in combat right away.

performing any interaction on map objects at A10 sub-level 1 using a screen resolution of 1024x768 shifts the top left tactical map screen's edge limit eventually shifting the entire map out of view. Such issues do not seem to occur at other maps.

I'll try and answer what I can for the moment as a number of these issues sound a little strange.

mague wrote on Sun, 25 February 2018 08:31

Hello,

I am playing with Vengeance Reloaded Beta 20.01.2018 v7609 En Full.

[*] Babyface has a dialog option called Buy. Pushing that button locks up the engine. There is no way to exit the game afterwards but to kill the running process. Log files do not store any relevant data.

I have no idea why a Buy interaction button is showing with Babyface. Babyface isn't a trader and doesn't buy or sell items.

mague wrote on Sun, 25 February 2018 08:31

[*] a tank spawned at the central SAM site inside the main control room which is not expected for sure.

Tanks are only assigned with detailed placement, and none are obviously placed inside buildings. Again I can't see the reason why the game code would place a tank there unless it is somehow changing a normal enemy bodytype from a human to a tank, but highly unlikely.

mague wrote on Sun, 25 February 2018 08:31

[*] at the central SAM site, I encountered a situation where 2 of my mercs were present in the sector when 23 enemy units invaded the map. At the same time 10 of my mercs simultaneously approached the same map from the north. It was late night. As part of my tactics, I retreated the 2 mercs that were in the map initially and let the strategic map time go by so that my assault force could arrive to the SAM site. At the arrival of my assault force the enemy forces were already strategically placed within the SAM site base. But at the same time my team did not arrive at the northern edge of the map, they were strategically auto-placed in the middle of the SAM site base around the helicopter landing pad effectively placing my forces into the middle of a brightly lit spot fully surrounded by tanks and a dozen of enemy units.
It seems as if the game logic did not realize that there was a time when I had no units present in the sector and thus the enemy should have taken over the SAM site. I had to load a previous saved game as it is impossible to win such a fight. The enemy could take all important positions and my units are placed such a way that its a granted loss of everyone within 2 turns. After loading the game I started experimenting and it seems that the only way to overcome this semi dead-lock state is to wait until a new enemy assault team enters the already enemy occupied map. In that case the game logic finally recognized that the SAM site had been taken over by enemy forces and from that point onward when my team entered the sector I arrived at the north and I was allowed to place my units around the northern edge of the sector. I had to wait 13 game hours in the strategic map for such an enemy re-arrival event which again indicates that something is amiss.

Very much something amiss, I have encountered some bugs in other sectors that normally results in a game crashing during multiple travel between sectors, as in a team is retreating from one part of the map while another squad is entering from another location. Personally I have only experienced this earlier in the game near Omerta though.

I take it your 10 mercs from the North were entering on foot? The area where your mercs are arriving is the central entry point, and is usually where you'd arrive by helicopter, or it's possible you may be placed there due to an ambush. Did any red screens appear warning of ambushes? This may explain why your troops are at that part of the map, and if enemy forces have arrived before your squad then they will have the upper hand in regard to their positions on the map.

I've never even noticed having the buy function on him, mind you I don't even recall buying and selling to Darrel either in Vanilla. Fixed as of revision 1791, thanks for reporting Mague, and thanks for the heads up, Ed.

1) AKMSU can't take a laser sight. I tried doing my own fix but its so damn confusing. Is there a guide somewhere?

2) The Vitayz 9mm that BR sells says that it comes with folding stock but none is present.

EDIT:

A little more on the AKM and AKMSU..
Despite being both AKMs and simply differing on the folding stock, their attachments differ heavily. AKM takes laser sight and foregrip while the AKMSU manages to take the OM-99 sniper scope yet can't take a laser sight and foregrip. Should we be reporting these kinds of inconsistences or are you guys doing these things on purpose?

AKM takes laser sight and foregrip while the AKMSU manages to take the OM-99 sniper scope yet can't take a laser sight and foregrip.

I'm not sure where this OM-99 sniper scope is coming from as there's no reference to that in the AKMSU's attachment data. This appears to be some graphical inconsistencies too as the folded one in game also which has a built in thumbhole foregrip (and hence why you can't fit an aftermarket foregrip attachment.) and should be pictured for both folded and unfolded versions. The data in front of me says you can fit an AK Corsac laser sight.

In the meantime I have also removed reference to adding a muzzle break to the AKMSU as that should effectively already be part of the AKMSU design and not an add-on (like the foregrip.)

Hi,
I am form Austria so my english is not the best sorry for that.
I have a question about the retractable stock. In the description is written that it helps to raise the weapon faster but this not influence the Ap to raise the weapon just the To-Hit Bonus in influenced.
Is this a bug?